This game, based on the basics of the first Tesseract (a little one I made in 2009), will be a fast FPS with a futuristic and abstract ambience, melting action, platform and reflection/enigms/research, in small and intense levels gathered in campaigns.

In fact, the final goal of the project is to provide a complete level editor so each player can make is own levels and campaigns and upload them online, which will increase the wealth of the game. No use to say I have to put enough possible ingredients to avoid boredom !

Btw, I'm still far of this goal, what I present now is only 2 small levels, in a kind of alpha-test... Actually, I'm not sure of the working of some aspects, for example the collisions on deformable meshes (a nightmare !).

So, your main mission, if you accept it, would be to brutalize this demo, and possibly to tell me all the bugs you find .

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Elements of gameplay :

- To play another character, shoot in until a green cube appears around it, then touch it and your ghost will be transfered .- Beware the "realitron" weapon, which is useful to destroy or create matter, stay away from its shoots points of impact !- The power-ups (small red crosses) work only on certain weapons (when you have several ones, select them with the mouse wheel).- Don't hesitate to abuse of the space bar (jump) when you think you can't climb a hard hill.

my comments of improvementI got stuck on the ceiling? I couldnt find a way down (reversed gravity?) no way to un-reverse it?)

Also, I couldn't ever tell if I Was 'hitting' or even hurting the bad guys, maybe make them 'blink' or do some reaction to let me know that im attcks are actually hurting them in some way, either a color change, transparency, sound, or something to signify 'impact'

Going from the white main menu/pause screen to a dark/black background seemed to be a major contrast and bothered my eyes a lot. Unless other levels tend to go full spectrum, I feel there should be better consistency their. or at least do a 'transition/blend' or something so its not like WOAH bright!

Overall, it was fun for the few minutes I played it, after I killed some bad guys and got stuck I didn't know what to do so I stopped. Keep up the good work!

@Devil0sThanks, I try to find a good esthetic with a low (so very compatible) tech .

@namrog84Hey, you were almost at the end of the level ! In fact you must climb in the roof of the "church", and the only way is to build a kind of bridge since a big red cube to the floor (which was the ceiling before ), climb on it and reach the roof, and finally reach the "tesseract" ! But it's true it's hard to think about it... I think I'll have to do more progressive levels.

For the menus, you're right, they make epileptic ! They're temporary, I have actually to find something softer and more esthetic .

But sorry I don't understand very well (sorry for my awful english, yes i'm a frenchie !), do you mean the game crashed ?

Yes, the level 2 is more vicious, in the first part you have to incarnate the flying mine to go upside the green and red shield, then you have to incarnate the running human by beating him by contact, then you can continue the level...

But I realize one more time it's awfully complex without explanation, ha ha, i'll make some tutorial levels this week end !

Oh, I forgot to tell you can directly play the level 2 by clicking on its name ("geocentric") in the campaign menu.

So i have a question : if you try it, could you give me the obtained FPS ?Because on my old laptop it turns around 25-30 fps, which is slow, and that would gather myself on the fact it's a hardware limitation and not a algo one .

@akzylYes, 60 seems to be the fullscreen regular speed because of the v-sync.

@gouessejOk, that's awful...But thanks to you i tried something else which has improved dramaticly the speed (except on my laptop where display lists and vbo are slower than raw display ). If you have 2 minutes, please could you retry on the same hardware ?

@ra4kingOk, sorry, that's actually a big problem (same bug on a lot of machines) and i still work actively on it... I thought i fixed it yesterday but no ! Even though, thank you for having tried .

@sugarrushx6Thanks a lot . I think i'll make some new levels quicker now .And thanks for the bug : i actually forgot to reset the perspective at the "moving grids" display ^^ , it's fixed on the last "experimental" version.

@sugarrushx6Hey, awesome !! That's emo for me, it's the first video of one of my projects ^^ !And i notice you didn't spoil the levels ^^ .But i didn't see the bug, what appened exactly ?And thanks a lot !

@gouessejOh, i'm comptetely idiot, i forgot to add the fps counter !But if it's smoother the update wasn't for nothing ^^ .Thanks a lot for the test !PS : i'm about to try TUER.

I think I know the root cause of this problem. I don't succeed in running OpenAL on this laptop but I benefit of a fail-fast mechanism in my case, it would be fine if Paul Lamb didn't use a timeout of 30 seconds in my case... If you need some (constructive) help, let me know. I'm not a Windows expert, any developer having the same problem should have done what I've just done now, that's the minimum.

Edit.: Where is the source code of your game? I would like to force the initialization of OpenAL in a try catch clause and use JavaSound as a fallback.

which seems to indicate it's the font texture loading which crashed... in fact that's not surprising, i had some J1.1-compatible exotic algos but as the code is 1.5 i just replaced it by the ImageIO way .

For Paul Lamb Sound System, yes, in fact i do as what you told : try LWJGL plugin and switch to JavaSound if problem (even if i noticed that a sound can only be played once with it ).

For the code, yes i didn't publish it yet, in fact i waited to resolve this bug ! If now the game works fine, I'll put sources in a Sourceforge project soon .

Thanks, Julien ^^ . Well, now I repaired all the versions from the bug you found, maybe you could give a try with your Packard Bell EasyNote, just to confirm all is fine...

Quote from: gouessej

Anyway, it would be fine that we find a solution for OpenAL-Soft.

Yes, it would be great ! But i'm a complete noob, i inquire a little about it and maybe we could mail ^^ ...

Otherwise, nothing really new to show, i work on the editor's model part (from the classical MVC), except now the possibility to add skyboxes (didn't want to start to use external graphical resources, but i must admit it really improves a scene !). So the tutos look like :

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